Monday, May 10, 2021

MOSAIC Strict: Test of Grit

 There are problems where the difficulty is not in coming up with a clever solution, or fighting against a foe that opposes you, but in perseverance. Sometimes you need to push against the world it doesn't feel satisfying for the GM to say either "Yes you do"/"No you can't"/"Hm, make a check against it."

Test of Grit

It makes sense to call for this procedure if your character is preforming a task that is at the edge of their ability, would be tedious to play out in full or is in some other way a test of endurance. It's recommended to only use this procedure if both success and failure are interesting and/or you want the resolution of the task to be drawn out and dramatic and how much the character is able to endure matters.

Examples of tasks this could work for:
  • Hold your breathe for long enought that the ghoul does not find you.
  • Break out of the enchantment that is forcing you to fight your friends.
  • Resist the urge to bite that sexy sexy neck before you if your a vampire who's seeing a human for the first time in years.
  • March across the desert.
  • Take several months to smith a masterwork sword.
  • Spend years carving a statue so well, that it comes to life.
The procedure of a Test of Grit is as such:
  1. It's decided that a Test of Grit is called for. Decide what is the task the character is trying to accomplish.
  2. Write two values, Grit and Pressure, both start at 0. If after one of the Challenges Pressure is greater then Grit, then the task is failed and the procedure is concluded.
  3. Determine your Grit in the Muster Grit section. Take a Risk if you want to.
  4. Face the Challenge of Starting by rolling the Adversity Die. Describe what happens.
  5. You can now Take a Risk if you want.
  6. Face the Challenge of Abiding by rolling the Adversity Die. Describe what happens.
  7. You can now Take a Risk if you want.
  8. Face the Challenge of Ending by rolling the Adversity Die. Describe what happens.
  9. If by this point Grit is still greater then Pressure, the task has succeeded and the procedure is concluded.

Muster Grit:

Grit represents the assets that a character has too complete a task. It's some combination of willpower, experience and luck that allows a person to push forward against the odds. For long term tasks, consider factors abstractly across the entire period.
If your spending a month combing through the Library of Tears for the soul of your father, skipping a single meal won't lose you your well fed bonus. Surviving only the salty tears of the Librarians for that month will however have a negative effect.

  • +3 if you have your soul. While you still have a soul anything is possible, no matter how improbable. 
  • +1 if your healthy and uninjured.
  • +1 if you are well rested.
  • +1 if your well fed.
  • +1 if you have a strong motivation to succeed this task.
  • +1 if your doing a task fueled by True Love or Pure Spite.
  • +1 if you have failed a task like this before.
  • +1 if you have succeeded a task like this before.
  • +1 if you have a background in preforming tasks like this.
  • +1 for any situational advantages the table agrees is relevant.
  • -1 for any situational disadvantages the table agrees is relevant. If you have a soul, this cannot bring your Grit below 3.
  • +1-6 for the Risks you take.

Face the Challenges:

Adversity Die is a d6 represent the myriad misfortunes, frailties and mistakes that stand before you and your goal. They represent outside influences, but also the parts of your body and mind you don't have full control of. Pressure represents how errors accumulate over time, and how they might overwhelm you.

There are three Challenges you must face to accomplish your task. For each challenge must roll the Adversity Die and add this value to your Pressure. If your Pressure exceeds your Grit then you have failed the task and the procedure is over. Describe how you overcome or succumb to the Challenge. In between each Challenge you can Take a Risk to improve your Grit. 

The first Challenge is the Challenge of Starting. Succeeding here means your able to start off. Failing this task means you were not able to begin the task, or fail almost immediately.
Examples include not managing to find good grip on the boulder your trying to lift, or not working up the nerve to start your novel.

The second Challenge is the Challenge of Enduring. Succeed here and regardless of the setbacks along the way, your able to keep the momentum. Failing means you do not.
Examples include giving in to the heat of the desert sun or letting your gang lose track of their goal and collapse into infighting.

The last Challenge is the Challenge of Ending. Success mean your able to conclude the task correctly. Failure means messing up at the last moment.
Examples include failing to stick the landing or ruining your ink illustration by overshading it.

Take a Risk:

Sometimes to accomplish things you need to take Risks. If you want to take a Risk to improve your Grit, you need to come to an agreement to come to an agreement with your GM what sorts of Risks you can impose on yourself when to improve your odds.

For example, let's say your trying to lift open a heavy iron gate for long enought that the rest of the party is able to pass under it. Some possible Risks in this situation is that you break your back from the strain or you crush your foot when you drop the gate down again. Or let's say your taking several months campaigning for the election of President FROG. Risks you could risk in this situation include alienating your wife or burning out from neglecting your obligations or health respectfully.

Once you've agreed on what the Risk is, you assign it to any amount of the sides of a d6. If an Adversity Dice lands on one of these sides, then the Risk comes to pass, in return you get a bonus to your Grit equal to the amount of sides that have Risks assigned to them.

In the gate lifting example, if you assign one to the Risk of breaking your back, then you break your back if you roll a 1 but in return you get +1 to your Grit, this is entirely independent of if you succeed the task or not.  If you assign this Risk to 4, then you break your back on a4, and you still get +1 to your Grit. You can assign this Risk to 2 and 6, which would mean that you will break your back on a 2 or a 6, but in return you get +2 Grit. You can even decide to assign the Risk to all sides, guaranteeing that regardless of success or failure your back will break, that +6 better be worth it.

You can assign as many Risks as you want, but you can't assign more then 1 Risk to any dice face.

In the gate example, if you decide to assign the Risk of a broken back on a 6, you can also assign the Risk of crushing your foot to a 5 or 3 or even the rest of the sides, but you can't assign it to a 6.

Design Discussion:

The main reason why I was motivated to write this system is because I anticipate that I will need them for the games I want to run. The games I want to run being FKRish games the rules being used are MOSAIC procedures and Δelta templates. A lot of the Δeltas ask you to complete tasks where the difficulty is in endurance. Which is a hard thing to model in an tabletop rpg, especially one where you don't have attributes and stats to to model the fatigue of the character. There is a disconnect between the fatigue of a player and their character, on the player's end "I walk to the door" and "I walk across the desert" take up the same amount of effort. Now a lot of this can be resolved by simply thinking out the logical consequences of each action "If you try to walk across the desert right now, you'll die of dehydration, are you sure you want to do that?" for example, but in other cases it's not clear as clear cut. Let's say your a sensible person who sensibly wants to achieve the sensible goal of becoming an Eye Watcher, how many times does the GM need to make you roll to see if you can force your body to stay awake? If you are learning Discipline, it's easy for the player to say that they meditate and practice calisthenics for a month, which is an issue because in real life and in fiction doing so requires concentrated effort. So I wrote a way for players to Test their Grit.

The process of mustering Grit was something I directly stole from matthias's Quick Combat, because it's a nice way of converting diegetic elements into numbers you need right now. The Grit mustering criteria I chose broad fall into one of five categories. 
  • First is having good health in general, this matters because diegetically it makes sense that a healthy person would be better able to endure the challenges of life and it encourages players to treat their characters well.
  • Second is experience. In practice characters get a +3 bonus for tasks related to their background, because in the process of learning people both succeed and fail. It also encourages players to keep track of the triumphs and tribulations their character has gone through, which I think is cool because it tells us about who the character is as a person. 
  • Third is Risk. It has been observed by many people that problems make things more interesting. Suffering the consequences your actions moves the game forward and lucking out of the consequences of your actions is fun.
  • Fourth is determination. This ruleset wouldn't model a Test of Grit if willpower didn't factor into it at all. It's one of the things that has the player/character disconnect problem. Asking players to explain what motivates their characters, helps develop them.
  • Five is a soul. I could have written the rules so that Grit starts at a base of 3, so that there is always a slim possibility of success, which makes sense because there is no point in invoking these rules if something is literally impossible. However, if the "base 3" Grit you get represents you possessing a soul then you have captured a bit of the je ne sais quoi of both having and not having a soul. In this ruleset having a soul means that if you are at your lowest point, broken, beaten and unable to find meaning, a miracle can still happen. Losing your soul means if you have nothing, then it's time to give up because your as good as dead. It helps explain why souls are both something precious and something that a rational actor might choose to give up. Of course, having a soul means other things that don't interact with this system, but I like the narrative space it adds.

There are 3 Challenges where each die is rolled separately rather then rolling 3 dice at once to add drama and tension. The opportunity to Take a Risk between rolls is place to give players more control in the drawn out process and also to add drama and tension in the form of asking the player what their willing to risk to succeed.  The 3 Challenges of Starting, Abiding and Ending are the way they are because they are scalable, an event that lasts a second and one that takes 30 years both have a beginning, middle and conclusion, so the same math can be applied to both. Also on what stage you fail can change the fiction, not being able summon the courage to walk on coals is different from jumping off while half way through. I don't think this is always relevant, but it can sometimes be. 

I think there are still some rough edges in this module, and I'd need to see this system in actual play to sort them out. Also half way through this I was amused to find out that I structured this text like a function in a program, with an list of instructions that reference sub-functions. I guess college is doing something for me.

Wednesday, April 21, 2021

Δelta: Recursion

 So I had a weird idea a while back that I wanted to make into a GLOG class, but I couldn't think of 4 abilities that would make sense one after the other. Now that I'm accustomed to Deltas...

Δelta: Recursion

The format is bold Name, followed by a requirement in italics and a description of the power. This text is MOSAIC Strict.

Eye Watcher

After not sleeping for a couple days look into the eyes of a loved one and see your own eyes reflected in them. If those eyes lie, smash the mirrors! If they are true, rejoice!

When you watch someone's eyes, you see what they see. When you make eye contact with someone, it takes tremendous force of will for either of you to pull your gaze away from the other.

Teeth Chewer

Put a tooth that has been used to eat food into your mouth and grind it down into nothing. If you fall asleep at any moment in this process, start over.

Your teeth never stop growing because your a rodent, but your only able to grind them on teeth. For every minute that you chew a tooth you know what that tooth has chewed for the day before it.

Tongue Licker

For a few days do not let your tongue touch anything that's not a tongue, and make sure to deliberately lick a few. If you fall asleep at any moment in this process, start over.

You can no longer taste, unless you taste a tongue, in which case you taste what magic and devious words that tongue spoke. If you ever swallow tongue, you will choke on it.

Hand Holder

After not sleeping for a couple days, hold a loved one's hand so gently that they do not notice. Grip the other hand so hard that they cannot notice anything else. If afterward they remember you holding both their hands, start over.

It takes a tremendous act of will for you to let go of a hand your holding. You also know what a hand your holding wants to do.

Nose Sniffer

After not sleeping for a couple days take a good wiff of a few noses and think. If you figure out what the inside of your own nose smells like you get it.

You can perfectly identify smells that originate from noses, other scents will not interest you.

Ear Listener

Compose a song that is played with only the ears. Not hands thought, all the things making sound have to be ear, they don't have to be your own thought. If you fall asleep at any moment in this process, start over.

You can hear the sound of the ear drums around you as clear as a bell. Crowds are maddening.

Toe Treader

For a few days only walk on toes, as in you must step on the toes of others. If you fall asleep at any moment in this process, start over.

You can perfectly balance and are immovable by any outside force, when you stand on your tippy toes on top of someone else's toes. The reverse is also true for anyone else who steps on your toes.

Nail Poker

Find all the things a nail can do to another nail. Spend a couple sleepless nights to be sure.

You nails will not stop growing and they will grow fast, like wow.

Design Discussion:

I don't have much to say this time, it's rather self explanatory.

Tuesday, April 20, 2021

I'm Back! MOSAIC Strict and Δelta: Transfiguration

 It's been a while and I kind of stopped blogging out of shame over half-assing the Ink-tober post with the cat and general malaise. But now I'm back and I found a brand new RPG thingy that I'm going to make content for!

Here's a link to the full explanation of MOSAIC Strict. It's basically a standard for writing modular rpg rules that are compatible with everything. There are several reasons I'm switching my very serious niche rpg allegiance to this (aside from the novelty of a new cool sounding label) is that I don't feel my attempts to write my own personal system have borne much fruit because I'm rarely able to muster the energy to run a game, so it's not likely that content ends up being used by anyone. Entirely stand-alone modules that slot equally well into free-form, D&D-adjacents or story-games are more likely to eventually grab someone's interest and plugged into their own game as they please. So far my favorite posts to make have been magical subsystems and the format of  MOSAIC Strict allows those systems to stand on their own as complete texts and provides some nice creative restrictions to get a concept across in crisp and clean fashion. MOSAIC Strict by virtue of placing limits on rules but not the fiction, encourages keeping most of the information diegetic, which I like.

On the topic of fiction first approaches, there is an interesting convergent evolution, where independently the GLOGosphere has been playing with the idea of Δ Templates, a method of character progression where if a character fulfills an diegetic trigger they receive some benefit, usually also diegetic, like some of the peripheral moves in Apocopes World. This idea was then expanded on with some templates requiring others to be acquired, allowing for an entirely in character class progression system, like if feat chains in D&D 3e were cool and narratively impactful. The "Delta Tree" that started off this trend was Pyromancy, and the only thing that makes it not MOSAIC Strict is that it's not attested as such. This applies to most of the other Delta Trees that have been inspired by it, except maybe for the fact that that they leave the template format unstated. Delta Trees walk like a MOSAIC module and quack like a MOSAIC module, so I think that both would be enriched if they were associated together. For that reason I'm going to do both right now! Also I guess I'm not actually ending my friendship with GLOG and Into The Odd, but I had to say it, for the meme.

Also while I was writing this post, MOSAIC Strict has already become a known thing among the gretchlings, so I guess this is directed more to people not in the GLOGosphere?

Δelta: Transfiguration

Have you ever wished that you were different? Have you ever envied the form of someone's nose or the silhouette of a bird high in the clouds? Has circumstance put you in a body that doesn't fit you? And ironically there are people out there in the world who have what you need but are just as dissatisfied, because they need what you have. Luckily there are those who can help.

The Fleshmongers, the Chimera-Nurses and the Beastwrights, beings who are able to swap body parts like articles of clothes, rearrange organs as they see fit and sculpt bodies like clay. They are as varied as their powers. In some places they are monsters hunted down for crimes against nature, in others they are tolerated for the services they provide, and in other places celebrated as miracle workers and practice their Art with pride. Should you seek them out, their appearance will be just as varied, some look entirely human, others look like a hodge-podge of unrelated elements or beautiful beyond compare.

The secret of the Transfigurist's power lies in the Chimera Gland, an organ that has two significant properties. It grants the power to transfigure at the cost of preventing growth. Those with the gland are unable to grow up, though they can grow old, they cannot bear children, their wounds hardly heal and physical training amounts to nothing but lost time and a sore body. Fortunately a transfigurist's body is still able to maintain homeostasis. Practitioners have to actively monitor the operation of their bodies, but in return are able to have much greater mastery over their form. The generally accepted way to receive a Gland is from a master who proceeds to teach you the Art.

Creatures that have been changed by transfiguration but do not possess the Gland, grow and wilt like any other. Notably transfigurations do not get passed down.

Each Transfiguration Method follows the format of a Name in bold and ranked, a requirement in italics which describes how one could gain the Method and description in normal text, which describes what it does. To get a Method you need to have at least 1 Method of a lower rank.

Methods of Transfiguration:

(0) Sculpt Flesh:
Have a Chimera Gland. Losing it to an exchange or injury means you can't perform transfigurations, but you still remember how.
If your body is relaxed, you are able to morph, merge and woundlessly split body parts using a dexterous appendage. This allows you to pinch the outer ear to make it pointy, detach it by tracing around it with a nail and reattach it by placing it against skin and smoothing it over with a thumb, but moving the inner ear requires you to carefully "dig out" the parts and place them transfer them into a new opening you've split somewhere else. Organs outside a body can survive for several hours before becoming dead and useless. An poorly done transfiguration can be debilitating or lead to death.

(1) Body Control:
For 3 days and 3 nights you cannot use any of your limbs, mouths or other appendages for their intended uses, and must instead use some other body part in their place. If you ever use something the way it's supposed to work such as hands for grasping or mouths for chewing and swallowing, start over.
As long as you keep focus you can control a specific body part to do what it should not. This allows you to halter and accelerate biological processes at risk of breaking something, organisms are complicated and intricate systems. It also allows you to make soft tissues bend in ways they are not supposed to and even act as dexterous appendages for sculpting flesh.

(1) Exchange Parts:
Swap the location of two of your surface elements exactly. Swap two bones and still be able to bend them correctly. Swap the location of two internal organs without complications. If you fail, try again.
When holding two body parts of roughly equal size, you are able to swap their location. They can be on two different organisms as long as both of them are relaxed and willing.

(2) Practiced Touch:
Perform a hundred unique transfigurations.
You have practiced in the Art long enough that you can either transfigure safely and reliably or know exactly what the risks and trade-offs are. You've also developed your own distinct style, making your handiwork recognizable to those who know what to look for.

(3) Universal Connection:
Transfigure yourself to be physically inseparable from an organism you consider a person. Live like this for a month. If you are separated, start again.
Methods that could only target yourself, can now target any relaxed and willing organism you are touching. This does allow you to merge multiple organisms into one.

(3) Shape Shift:
Replace all the tissue you were born with, so there is no trace of what you were.
You realize that you never needed an appendage to perform transfigurations, you can freely modify yourself just by willing it. To modify others you still need to be touching them, but where you touch them and what is modified is irrelevant.

(3) Cruel Intent:
First, you must hate yourself, and you must hate others. Spend a year and a day living among people, but without showing any kindness nor being accommodating for anyone's needs but your own. If you are compelled to act for another's benefit, punish them with disproportionate pettiness or start over.
Your Methods work on organisms that are not relaxed or willing, but it will be painful.

The given rules are MOSAIC Strict.

Magical Organ Bartering:

No matter if they are at the heart or the periphery of society, Transfigurists are often able to provide a service for others, so there are always people who seek them out. I don't know what your setting is like and what sort of people are there, but here is a table to help spark ideas of how characters could be motivated to interact with weird creatures. It's by no means a complete list of possibilities.

Wants and Needs:

  1. Someone has a disability that they have suffered for all their life and want  it fixed.
  2. Someone has a disability they have recently acquired thought misfortune and want it fixed.
  3. Someone needs a false identity to escape, for political or personal reason.
  4. Someone has been living with the incorrect body and want it fixed.
  5. Someone in following the latest fashions, wants a body to match.
  6. Someone wants to change their body to become better at something.
  7. Someone is ordered to change their body to better suit a task.
  8. Roll twice and combine.

Design Discussion:

I remade the Chimeric Exchange spell I made way back and the focus is still very much around creating space for weird hybrid creatures, with added support for unusually proportioned beings. This Δelta is as much for creating NPCs as PCs, and is arguably more suited for creating powerful allies or terrifying enemies.

I decided that Chimeric Gland is an organ that gets passed around with Transfiguration to keep the subsystem MOAIC Strict. I then decided that it has the disadvantage of prohibiting growth because I think it's an interesting restriction because it encourages Transfigurists to think of bodies differently compared to normal people and gives them weird challenges that only they have to worry about.

Transfigurists need a lot of friendly living things around to be at their most effective. A transfigurist can significantly impact a community that lets them, in a role that's something like a doctor. They can also be weird dudes in the woods who spend their time making owlbears and skunkducks. I find the first dynamic more interesting and Cruel Intent is meant to reflect that. If there is someone exists who has Cruel Intent then something has gone wrong, because unless your directly oppressing people you have to at least pretend to play nice.

This Δelta doesn't add many abilities, but these abilties do allow you to basically build your own artisanal monster so I think it's fine.

Addition: This is dreadfully important. Shape Shift allows you to do the thing the wizard in this cartoon is constantly doing, and what else would you want magic for? 

Tuesday, October 13, 2020

GLOG/Witch-tober Day13: Large Black Cat

 Based off the prompts of black cat and tribe I was thinking of a tribe that has witches who ride big black cats but I can't think of anything for the tribe I've only got an idea for the cats.

The idea is that these witches use magic to make the cats huge but because magic is fake as shit, the way physics are applied to it is scaled incorrectly, because it's not "truly" huge. From the cat's perspective it's the world that's in miniature. For example the squared cubed law is ignored, they can jump just as high as they are used too jumping, if the cat could originally jump 1 foot, and it was scaled up x10, then it now jumps 10 feet rather then what an animal of that size and weight should be able to jump. They still weight as much as a house cat when in regard to the question of can something can hold their weight, even if they have a person riding on top of them. And they would still react to dogs and loud noises as if they were their natural size. Part of their traits would be "as tiger" and part would be "as house cat", but I'm not sure how to divide it. The simplest would be "whichever one is more advantagous" but I want there to flaws in this magic. Like for example should they have hp "as tiger" or "as house cat"? I'm sure that I want them to "eat as house cat, but move magnitudes faster with all the trace of a housecat" to justify witches riding them and lead too cool scenes like them sitting on something that big should not be able to sit on. I'm imagining these cats being animated in a Ghibli film, so that's the sort of magical aesthetic I'm going for here. I don't know I'm rambling, the day has been long.

You know, would my kind readers post their takes in the comments, let's have a bit of a discussion going.

Monday, October 12, 2020

GLOG/Witch-tober Day 12: Zodiac Armour


1d12 Zodiac Armors:

All of them look like a bracelet with the appropriate symbol on it and transform into a cute outfit that inexplicably is as protective as plate mail. The spirit of the armor pushes you to act in accordance with it's will.
  1. Aries: When wearing this armor, you're head counts as a sledgehammer and is immune to and damage you should get from treating it as such. Save to hold back.
  2. Taurus: When wearing this armor, you are immune to knockback. Save to change your opinion.
  3. Gemini: When wearing this armor you can choose to be in to locations at the same time. Save to stop talking.
  4. Cancer: When wearing this armor,  you have unshakable grip on anything you hold. Save to let go.
  5. Leo: When wearing this armor, you can turn into a god damn lion. Save to not show off.
  6. Virgo: When wearing this armor, your vision can't be clouded. Save against obsession.
  7. Libra: When wearing this armor, you are able to stay balanced on anything. Save against indecision.
  8. Scorpio: When wearing this armor, you have a scorpion tail that functions like a longsword but doesn't take up any additional arms. Save against paranoia. 
  9. Sagittarius: When wearing this armor, you can shoot arrows from your finger tips. Save against curiosity.
  10. Capricorn: When wearing this armor, you can walk up sheer cliffs like a mountain goat. Save against fear.
  11. Aquarius: When wearing this armor, you can shoot streams of water out of your hands. Save to keep focus.
  12. Pisces: When wearing this armor, you can transform into a fish. Save to not be gullible.


Turning personality descriptions into abilities on armor is hard. I ended up going more focused on the literal symbols of the Zodiacs and I don't really like the saves I wrote for some of them. It doesn't feel like your getting that much cool stuff for the compulsion.

Sunday, October 11, 2020

GLOG/Witch-tober Day 11: SPACE LOVER

 "Hey Gorinich, where are the witches for the last two days? Are you going to cram 3 days into a post again and be very pissy about it?"

No, everything is fine, they are just bidding their time.

Since I was denied cuddles by circumstance this weekend I'm going to make this post wholesome. The two in the drawing are called Xorp and Sally respectfully.

Micro Class: Loving Witch

start with a sensitive heart, a collection of pressed flowers and club with a nail in it.
A: On your character sheet list of entities who you Love and who Love you back, parasocial relationships don't count, you must interact with each other. Adding or removing people from this list is mediated by the fiction. You get [template] MD when resting with someone you Love which can be used to give a bonus to any roll your Loved make in addition to the normal uses of MD. When you see someone you Love seriously hurt take stress equal the damage they are taking. (I run stress as any other damage, but when it takes you out it causes you to have a mental breakdown rather then succumb to physical injures.)
B: Beneficial spells you cast on those you Love have their sum doubled. You can redirect harmful magics directed at your Loved onto yourself. Your attacks do max damage against those who have seriously harmed your Loved ones.
C: You can use MD to heal your Loved ones, and obstacles preventing you from helping them when they need you will vanish by serendipity.
D: You don't need to rest with someone Loved to get MD because in a way they are always with you. You can speak with them through dreams and can always find a way to each other. Any of your Loved can gain as many Loving Witch templates as they want, and can even replace curse templates with them.

Dooms of the Loving Witch:
While you can use whatever mishap table you have at hand, magic cast by a Loving Witch uses these Dooms.
1. You have trouble realizing when your Loved ones need time to themselves. You gain fatigue each hour your not with one of them.
2. You have trouble understanding that your Loved ones have a life outside of you. You need to compel your Loved ones to pay attention to you, they do get a Char save against it.
3. Your Love has turned to possessiveness, your Loving Witch abilities no longer work but if you get your hands on some other magics, then spells to control or manipulate your Loved ones are twice as effective.
To save yourself and your Loved ones from these Dooms, you must let them go.

Race: Grey Alien

Reroll: Int
Perk: You always correctly identify what a weird space thing is.
Drawback: Roll with disadvantage against diseases not from space.


The one thing I don't like about the Loving Witch is that even thought you can have any amount of Loved beings, the way some of the abilities are written might make more sense for it you only have one. Also I'm not sure I correctly captured the how Love be with this class, but that's a universal problem that art has.
Maybe I should have written up Xorp and Sally as characters but I am so much more comfortable with microclasses.
A thought I just remembered from back when I made the Fading Curse class, but I don't think I wrote it out anywhere, is that I tend to treat GLOG classes as a kind of poetic form describing a possibility space of a character or archetype. This is especially true with microclasses which encourage an economy of words similar to actual poetic forms.

Thursday, October 8, 2020

GLOG/Witch-tober Day 8: God damn it.

Curse you procrastination.

Because time is limited, I am going to just today's drawings into a meme, instead of GLOG content.